Sunday, April 20, 2008

ONLINE COMMUNITIES

A virtual community, socialhood, e-community or online community is a group of people that primarily interact via communication media such as letters, telephone, email or Usenet rather than face to face, for social, professional, educational or other purposes. If the mechanism is a computer network, it is called an online community. Virtual and online communities have also become a supplemental form of communication between people who know each other primarily in real life. Many means are used in social software separately or in combination, including text-based chatrooms and forums that use voice, video text or avatars. Significant socio-technical change may have resulted from the proliferation of such Internet-based social networks.[1]
The agglomeration of all online communities is sometimes called the metaverse.

The idea that media could generate a community is not a new idea. In the 17th-century, scholars associated with the Royal Society of London formed a community through the exchange of letters.[2] "Community without propinquity", coined by urban planner Melvin Webber in 1963 and "community liberated," analyzed by Barry Wellman in 1979 began the modern era of thinking about non-local community.[3] As well, Benedict Anderson's Imagined Communities in 1983, described how different technologies, such as national newspapers, contributed to the development of national and regional consciousness among early nation-states. [4]
The term "community", when used to describe virtual communities, is contentious in some circles. The traditional definition of a community is of a geographically circumscribed entity (neighborhoods, villages, etc). Virtual communities, of course, are usually dispersed geographically, and therefore are not communities under the original definition. Some online communities are linked geographically, and are known as community websites. However, if one considers communities to simply possess boundaries of some sort between their members and non-members, then a virtual community is certainly a community. The idea of neatly bounded communities is also being critiqued, since communities are fluid just as much as they are static, with members joining and leaving and even being part of different communities simultaneously.[5]
The term virtual community is attributed to the book of the same title by Howard Rheingold, published in 1993. The book discussed his adventures on The WELL and onward into a range of computer-mediated communication and social groups. The technologies included Usenet, MUDs (Multi-User Dungeon) and their derivatives MUSHes and MOOs, IRC (Internet Relay Chat), chat rooms and electronic mailing lists; the World Wide Web as we know it today was not yet used by many people. Rheingold pointed out the potential benefits for personal psychological well-being, as well as for society at large, of belonging to such a group.
Rheingold’s Virtual Community could be compared with Mark Granovetter’s ground-breaking "strength of weak ties" article published twenty years earlier in the
American Journal of Sociology. Rheingold translated, practiced and published Granovetter’s conjectures about strong and weak ties in the online world. His comment on the first page even illustrates the social networks in the virtual society: “My seven year old daughter knows that her father congregates with a family of invisible friends who seem to gather in his computer. Sometimes he talks to them, even if nobody else can see them. And she knows that these invisible friends sometimes show up in the flesh, materializing from the next block or the other side of the world.” (page 1). Indeed, in his revised version of Virtual Community, Rheingold goes so far to say that had he read Barry Wellman's work earlier, he would have called his book "online social networks".
A virtual community still does not have a universal definition. Rheingold’s definition contains the terms “social aggregation and personal relationships” (pp3). Lipnack & Stamps (1997) and Mowshowitz (1997) point out how virtual communities can work across space, time and organizational boundaries; Lipnack & Stamps (1997) mention a common purpose; and Lee, Eom, Jung and Kim (2004) introduce "desocialization" which means that there is less frequent interaction with humans in traditional settings, eg. an increase in virtual socialization. Calhoun (1991) presents a
dystopia argument, asserting the impersonality of virtual networks. He argues that IT has a negative influence on offline interaction between individuals because virtual life takes over our lives. He believes that it also creates different personalities in people which can cause frictions in offline and online communities and groups and in personal contacts. However, more than a decade of research has not supported Calhoun's arguments. (Wellman & Haythornthwaite, 2002).
Synthesizing the definitions might suggest that:
A virtual community is a
social network with a common interest, idea, task or goal that interact in a virtual society across time, geographical and organizational boundaries and is able to develop personal relationships.
Different virtual communities have different levels of interaction and participation among their members. This ranges from adding comments or tags to a blog or message board post to competing against other people in online video games such as
MMORPGs. Not unlike traditional social groups or clubs, virtual communities often divide into cliques or even separate to form new communities. Author Amy Jo Kim points out a potential difference between traditional structured online communities (message boards, chat rooms, etc), and more individual-centric, bottom-up social tools (blogs, instant messaging buddy lists), and suggests the latter are gaining in popularity.
Today, virtual community or online community is used for a variety of social and professional groups interacting via the Internet. It does not necessarily mean that there is a strong bond among the members, although Rheingold mentions that virtual communities form "when people carry on public discussions long enough, with sufficient human feeling, to form webs of personal relationships"
[1]. An email distribution list may have hundreds of members and the communication which takes place may be merely informational (questions and answers are posted), but members may remain relative strangers and the membership turnover rate could be high. This is in line with the liberal use of the term community.
Virtual communities may synthesize
Web 2.0 technologies with the community, and therefore have been described as Community 2.0, although strong community bonds have been forged online since the early days of USENET. Virtual communities depend upon social interaction and exchange between users online. This emphasizes the reciprocity element of the unwritten social contract between community members. Web 2.0 is essentially characterized by virtual communities such as Flickr, Facebook, and Del.icio.us. A similar trend is starting to emerge within businesses where online or virtual communities are taking hold. These communities can be organizational, regional or topical depending on the business. From a technical perspective, software tools abound to create and nurture these communities including Yahoo Groups, Google Groups, and Microsoft Sharepoint.
The ability to interact with like-minded individuals instantaneously from anywhere on the globe has considerable benefits, but virtual communities have bred some fear and criticism. Virtual communities can serve as dangerous hunting grounds for online criminals, such as
identity thieves and stalkers, with children particularly at risk. Others fear that spending too much time in virtual communities may have negative repercussions on real-world interaction (see Internet addiction disorder).
The explosive diffusion of the Internet since the mid-1990s has also fostered the proliferation of virtual communities. The nature of those communities is diverse, and the benefits that Rheingold envisioned are not necessarily realized, or pursued, by many. At the same time, it is rather commonplace to see anecdotes of someone in need of special help or in search of a community benefiting from the use of the Internet.

References and external .
Anderson, B. (1983). Imagined Communities: Reflections on the Origin and Spread of Nationalism. London: Verso.
Barzilai, G. (2003). Communities and Law: Politics and Cultuers of Legal Identities. Ann Arbor: The University of Michigan Press.
Bishop, J. 2007. Increasing participation in online communities: A framework for human–computer interaction. Computers in Human Behavior 23 (2007), 1881-1893. Available online
Farmer, F. R. (1993). "Social Dimensions of Habitat's Citizenry." Virtual Realities: An Anthology of Industry and Culture, C. Loeffler, ed., Gijutsu Hyoron Sha, Tokyo, Japan
Hafner, K. 2001. The WELL: A Story of Love, Death and Real Life in the Seminal Online Community Carroll & Graf Publishers (ISBN 0786708468)
Hagel, J. & Armstrong, A. (1997). Net Gain: Expanding Markets through Virtual Communities. Boston: Harvard Business School Press (
ISBN 0875847595)
Jones, G. Ravid, G. and
Rafaeli S. (2004) Information Overload and the Message Dynamics of Online Interaction Spaces: A Theoretical Model and Empirical Exploration, Information Systems Research Vol. 15 Issue 2, pp. 194-210.

Sunday, April 13, 2008

Face book end user agreement

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upload, post, transmit, share, store or otherwise make available content that, in the sole judgment of Company, is objectionable or which restricts or inhibits any other person from using or enjoying the Site, or which may expose Company or its users to any harm or liability of any type.
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User Content Posted on the Site
You are solely responsible for the photos, profiles (including your name, image, and likeness), messages, notes, text, information, music, video, advertisements, listings, and other content that you upload, publish or display (hereinafter, "post") on or through the Service or the Site, or transmit to or share with other users (collectively the "User Content"). You may not post, transmit, or share User Content on the Site or Service that you did not create or that you do not have permission to post. You understand and agree that the Company may, but is not obligated to, review the Site and may delete or remove (without notice) any Site Content or User Content in its sole discretion, for any reason or no reason, including User Content that in the sole judgment of the Company violates this Agreement or the Facebook Code of Conduct, or which might be offensive, illegal, or that might violate the rights, harm, or threaten the safety of users or others. You are solely responsible at your sole cost and expense for creating backup copies and replacing any User Content you post or store on the Site or provide to the Company.When you post User Content to the Site, you authorize and direct us to make such copies thereof as we deem necessary in order to facilitate the posting and storage of the User Content on the Site. By posting User Content to any part of the Site, you automatically grant, and you represent and warrant that you have the right to grant, to the Company an irrevocable, perpetual, non-exclusive, transferable, fully paid, worldwide license (with the right to sublicense) to use, copy, publicly perform, publicly display, reformat, translate, excerpt (in whole or in part) and distribute such User Content for any purpose, commercial, advertising, or otherwise, on or in connection with the Site or the promotion thereof, to prepare derivative works of, or incorporate into other works, such User Content, and to grant and authorize sublicenses of the foregoing. You may remove your User Content from the Site at any time. If you choose to remove your User Content, the license granted above will automatically expire, however you acknowledge that the Company may retain archived copies of your User Content. Facebook does not assert any ownership over your User Content; rather, as between us and you, subject to the rights granted to us in these Terms, you retain full ownership of all of your User Content and any intellectual property rights or other proprietary rights associated with your User Content.
Facebook Mobile Services
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We respect the intellectual property rights of others and we prohibit users from uploading, posting or otherwise transmitting on the Facebook website or service any materials that violate another party's intellectual property rights. When we receive proper Notification of Alleged Copyright Infringement as described in our Facebook Copyright Policy, we promptly remove or disable access to the allegedly infringing material and terminate the accounts of repeate infringers as described herein in accordance with the Digital Millenium Copyright Act. If you believe that any material on the Site infringes upon any copyright which you own or control, you may send a written notification of such infringement to our Designated Agent. Please see our Facebook Copyright Policy for more information on how to report infringement of your copyright.
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Share Service
Company offers a feature whereby users of the Site can share with others or post to their own member profile, videos, articles and other Third Party Applications, Software or Content from, and/or links to, Third Party Sites through the Service (the "Share Service"). You acknowledge and agree that your use of the Share Services and all links, User Content or Third Party Applications, Software or Content shared through the Share Service is subject to, and will fully comply with the user conduct rules set forth above and the other terms and conditions set forth in these Terms of Use.
Use of Share Links by Online Content Providers
Subject to the terms and conditions of these Terms of Use, Third Party Sites that meet the requirements set forth below may place a Share Link (as described below), in the form approved by Company, on pages of their web sites to facilitate use of the Share Service. A Third Party Site that posts a Share Link on its web site is referred to herein as an "Online Content Provider" and shall abide and be subject to the applicable sections of these Terms of Use. A "Share Link" is a button and/or a text link appearing on an Online Content Provider's web page that, upon being clicked by a user, enables us to launch a sharing mechanism through which users can share with others or post to their own member profile, links and content from that page.In the event that the Share Link is a button that contains any icons or other graphic images, trademarks or other proprietary materials of the Company, Online Content Provider is granted permission to use such images, trademarks or other materials solely for the purpose of placing the Share Link on Online Content Provider's site and solely in the current form provided by the Company. In the event that the Share Link is a text link, it must include the word "Facebook" as part of the link. The rights granted in this paragraph may be revoked by Company at any time with or without cause in its sole discretion, and upon such termination, Online Content Provider agrees to immediately remove all Share Links from its site.In order for an Online Content Provider to include a Share Link on its pages, the Third Party Site must not contain any web content that if shared or posted by a user would be a violation of the user conduct rules set forth above. Without limiting the forgoing, Online Content Provider agrees not to post a Share Link on any web site that contains, and represents and warrants that such web site does not and will not contain, any content that is infringing, harmful, threatening, unlawful, defamatory, abusive, inflammatory, harassing, vulgar, obscene, lewd, fraudulent, or invasive of privacy or publicity rights or that may expose Company or its users to any harm or liability of any type. Upon including of a Share Link, Online Content Provider agrees to defend, indemnify and hold the Company, its subsidiaries and affiliates, and each of their directors, officers, agents, contractors, partners and employees, harmless from and against any loss, liability, claim, demand, damages, costs and expenses, including reasonable attorney's fees, arising out of or in connection with such Share Link, any links, content or other items or materials which may be shared or posted through such Share Link, or any breach or alleged breach of the foregoing representations and warranties.By including a Share Link, Online Content Provider automatically grants, and represents and warrants that it has the right to grant, to the Company an irrevocable, perpetual, non-exclusive, transferable, fully paid, worldwide license (with the right to sublicense) to use the Share Service in order to link to, use, copy, publish, stream, publicly perform, publicly display, reformat, translate, excerpt (in whole or in part), summarize, and distribute the content, links and other materials of any kind residing on any web pages on which Online Content Provider places the Share Link.
Facebook Marketplace
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Facebook Platform Applications
The Facebook Platform is a set of APIs and services provided by Facebook that enable third-party developers ("Platform Developers") to create websites and applications that retrieve data made available by Facebook and its users and/or that retrieve authorized data from third-party sites for use on the Facebook Site ("Platform Applications")Platform Developers may use the Facebook Platform and create Platform Applications only in accordance with the terms and conditions set forth in an agreement entered into between Facebook and the Platform Developer ("Developer Terms"). Our standard Developer Terms consist of the Facebook Developer Terms of Service and the related Facebook Platform Application Guidelines. We may from time to time enter into separate agreements with certain third party Platform Developers that contain different or additional terms, provided however, that each such separate agreement will require the third party Platform Developer to only display your information in accordance with your Facebook privacy settings. The standard Developer Terms are subject to change without prior notice at any time, in the Company's sole discretion, so you should review these documents from time to time. ALL USE OF THE FACEBOOK PLATFORM IS PROVIDED "AS IS" AND AT YOUR OWN RISK.Users who install Platform Applications must agree to the terms and conditions set forth in the Platform Application Terms of Use ("Application User Terms") and in these Terms of Use. The Application User Terms are subject to change without prior notice at any time, in the Company's sole discretion, so you should review these terms each time you install an application and from time to time. Platform Developers may require you to agree to their own terms of service, privacy policies and/or other policies as a condition of using Platform Applications. Platform Applications have not been approved, endorsed, or reviewed in any manner by Facebook, and we are not responsible for your use of or inability to use any Platform Applications, including the content, accuracy, or reliability of such Application and the privacy practices or other policies of Developers. YOU USE SUCH PLATFORM APPLICATIONS AT YOUR OWN RISK.If you, your friends or members of your network use any Platform Applications, such Platform Applications may access and share certain information about you with others in accordance with your privacy settings as further described in our Privacy Policy. Platform Developers are required to agree to restrictions on access, storage and use of such information. However, while we have undertaken contractual and technical steps to restrict possible misuse of such information by such Platform Developers, we do not screen or approve Developers, and we cannot and do not guarantee that all Platform Developers will abide by such restrictions and agreements. Certain actions you take through the Platform Applications may be displayed to your friends in your profile, mini-feed and news feed, and you may opt-out of displaying your Platform Application actions on the Privacy Settings page. Please report any suspected misuse of information through the Facebook Platform as described in our Privacy Policy.You may set your preferences for your news feed and mini-feed here.
Facebook Pages
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Monday, March 10, 2008

The Technoligizing The Word

Delve into the history of human knowledge. Comprehend why oral cultures may be more pure than literate cultures. Writing down thoughts changes the way we think and look at the world. Walter Ong express this and more in this easy to read, head slapping book. You will find yourself understanding everything you have ever read better. You will see knowledge and intelligence differently. Your basic understanding of humanity will change for the better with Orality and Literacy.


This book represents a very concise, easy to read summary of much of Ong's work in the area of human communications and technology. The depth of scholarship evident can easily be followed upon by using the wide-ranging bibliography. Ong masterfully takes the idea of the power of the alphabet, and points to the impact this has on human understanding, an impact which has not fully been accepted in philosophy, history, anthropology, sociology, etc. The student and scholar would do well to creatively interact with Ong's work.

The book explains the relations between Orality and Writing .How the Orality is converted into writing .It also expalins how the New media tools helped writing to develop .At first the humans have identified that words are not made up of words but of funtional sound units (or) phonemes,further these sound units are converted into words.The communication can be classified into ways one Oral communication and non-oralcommunication.


In this chapter Ong briefly outlines some of the research that had been done by himself and other scholars to describe the differences between oral and literate cultures. He defines the oral culture to which he refers in this book as one where people ar e totally unfamiliar with writing. He reminds us that these primary oral cultures are actually in the majority and that from a historical standpoint writing is a relatively recent development; even among the 3,000 or so languages which currently exist on ly 78 have a literature (page 7, from Edmonson 1971, 323, 332). Our membership in a society as completely committed to writing and print as ours has made it necessary for him, and others, to describe primary orality in relation to literacy. This necessi ty, he says, led to the use of such preposterous terms as ‘oral literature,' one which "reveals our inability to represent to our own minds a heritage of verbally organized materials except as some variant of writing, even when they have nothing to do wit h writing at all" (11).

It describes the origin of different languages in different continents.The author states that a lot of languages have been disappeared and some languages still exits without scripts.He also described some characteristics of orally based thought and expression.These characteristics gives a very good concept of creating words formulae and expressions.

In this final chapter, Ong suggests that the concepts he has outlined in this book might provide inspiration for new interpretation by adherents of New Criticism and Formalism, Structuralism, textual and deconstructionist analysis, Speech-act and Reader- Response theory as well as those engaged in the study of literary history, the social sciences, philosophy and biblical studies.
At the end of this chapter, Ong goes to great pains to indicate that he feels that neither orality nor literacy is superior. Myron C. Tuman, in Words, Tools, and Technology (College English, 1983), seems to have missed this. At one point Tuman criticize s Ong for conveying "the sense that literacy offers a vast improvement over earlier techniques for storing verbal meaning," and implies that this means that Ong feels that literacy is superior to orality (770). Later, however, he criticizes Ong for depic ting literacy as opposite and somehow less attractive than primary orality (777). Perhaps Tuman's confusion has to do with Ong's choice of words in stating that "both orality, and the growth of literacy out of orality, are necessary for evolution of cons ciousness"(175). In a "survival of the fittest" sense of the word "evolution," Ong's statement could be construed as an implication that literacy is the "fitter" of the two. At the end of the seventh chapter, however, Ong clearly states that he does not believe that literacy is necessarily "superior" to orality (175).
In his short review of Orality and Literacy for the Winter 1982 issue of Et cetera, Paul Lippert concludes "that for the study of culture and communication . . . this book will become a landmark"(402). The fact that Methuen saw fit to reprint Orality an d Literacy five times suggests that Lippert was correct. Ong's book and the work of others who investigated the differences between orality and literacy in the early 1980s inspired considerable research, much of it in areas that Ong suggests in his seven th chapter. However, fourteen years after its first publication this book and its subject matter can still provide fertile ground for research. In 1982, Ong could not have foreseen the popularity of audiobooks, or the widescale use of such technology as editable voice-mail telephone service and the synchronous text-based communication made possible by the internet. No doubt, the time is right for a sequel to Orality and Literacy, one devoted entirely to the second orality.

Sunday, February 3, 2008

My Mobile Samsung D500


My Mobile Device Samsung D500
Mobile overview:
Specifications:
Size 94x46x23 mm
Weight 99 g
Battery
Type
Capacity Li-pol 750 mAh
Standby Time 300 hours
Talkie 6.7 hours
Display
Size 176 x 220 pixels
Type TFT
Colors 262144
Memory:
96 MB shared memory for photos, video, MMS, MP3 files.But in my phone there
is no option for expanding memory.4 MB for Java 200 short messages - 400
calendar events -1000 contacts.There is a limited space allotted to store my
stuff in my mobile.
Services:
Camera:
With 1280x1024 pixels we can have a very good quality pictures.I shared a lot of
memorable moments with my cell phone.I have an option of recording video for
1 hour.This is very low for me,because after 1 hour I have to delete the previous
video to record the new one.This recording can be down in motion also.I can
zoom in and zoom out while recording.
Audio:
MP3, MP4, AAC formats supported in my mobile.I can download the songs and
video into my mobile.The quality of audible voice in my mobile is excellent.
Bluetooth:
This blue tooth service provides me to download files from another
Bluetooth device or to transfer some files from my mobile to another
devices.I download and uploaded a lot of files stuff with this
services.The accessing speed is very high in my mobile when I
compared with other mobiles of my friends.
Infrared:
My mobile provides me with IrDA service to transfer files or data from mobile to
other devices.But I am very passive user of this service because I take Bluetooth
as my choice rather than the infrared service.
General Packet Radio Service (GPRS):
My mobile provides me with GPRS service to connect my self to internet.But I am
very passive user of this service because it cost me more.i never use internet
from my mobile.i prefer my desktop for this service.
Personal Information Management (PIM)
Personal Information Management (PIM)
Personal Information Management (PIM):
As common in all mobiles these are the essential services served by every
mobile.My mobile contains the following options.
 Profiles
 Alarm
 Contacts
 Calculator
 Games(Downlodable)
 Calendar
 Voice dialing
 Speaker phone
 Stopwatch
I use all the above services.
Battery:
The stand by time for my mobile is 300hrs, and talk time is 6.7hours.The
charging holds for very less time according to my usage.This is a negative
feedback for my mobile.
Conclusion:
In the above details about my mobile I have described how the mobile with its
media tools is serving me. And also I have given some of my negative feed back
of my mobile as well.

media tools


NEW NEW MEDIA
Navya Krishna
Code:739G05
My media tools:
 Cell phone
 Computer
 Television
I will describe each media tool in detail manner below.
 Cell phone:
My cell phone design code is Samsung D500.I use my cell phone to
call my friends and parents.My mobile device provides me to message
(to text) messages to friends.It also provides me with blue tooth
options by these I can download some of the songs and videos from
other blue tooth devices.It provides me with a camera having1.2. mega
pixel to have some pictures as well.Even I can record some of the
videos as well.This mobile device servers me with FM . I can
download the songs and videos and I use this service when I am
travelling.My mobile charging lasts for 8 hours.I am active user of this
media device.
 Computer:
My computer is a desktop system of the following configur
80 GB 512 RAM 17 inches Monitor,with DVD reader and writer
and good sound system.My system is connected with internet.
I use my computer with internet for many of tasks.
I use to do the following tasks:
Chatting with friends.
Reading online newspapers
Reading and composing mails
Listening music and watching online movies
I use jostvoip and skeyp to make international phone calls
I download some of the university online lectures and save them on my desktop.
I use my computer all the day nearly.
 Television:
I watch the television in my leisure time only.I watch some English movies.I am very
passive user of this media device.